Chaim Gingold wrote 2003 an interesting thesis with the title “Miniature Gardens & Magic Crayons: Games, Spaces, & Worlds“. The topic is generally about orientation, participation and navigation in gaming worlds and I really wonder why so few people in application design don’t lend some good wisdom from the game designers. Gingold writes:

“Gardens, like games, are compact, self-sustained worlds we can immerse ourselves in. Japanese gardens often contain a multiplicity of environments and places, such as mountains, oceans, or forests that we can look at, walk around, or interact with. Gardens are a way to think about the aesthetic, cognitive, and representational aspects of game space.”

Offer the user an overview of “where she is” and “what to explore” (micro and macro reading) and you will be rewarded by higher motivation and willingness to explore by the user. The most interesting read from the thesis is chapter two, where Chaim analyzes the work from Shigeru Miyamoto, Will Wright, and Seymour Papert in terms of the aesthetics of miniature worlds.

Blog - Date published: October 1, 2007 | Comments Off

This website simply has the right name: Folklore is a collection of stories and anekdotes from inside the Machintosh Company. Perfect for a sunday morning and essential to keep your good-to-know skills improved.

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Blog - Date published: September 30, 2007 | Comments Off

Look at this beautiful video from LoadingReadyRun. It’s about how to talk like a pirate. Some background: on the 19th September is the so called “International Talk like a Pirate Day“. Maybe good to know. So don’t be surprised if you read blog postings like this or that. You can even game like a pirate and don’t we all like to remember the lovely Monkey Island? According to Wikipedia the Sims2 on the Nintendo DS also have a Pirate Day on the 19th September. I am absolutely not sure if I go with the Pirates or better choose the Ninjas.

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Blog - Date published: September 28, 2007 | Comments Off

Small DS on big screens. Loopy made it possible and he said, that this fun only cost about 600$, but he used mostly parts from older projects. Technical details available! I’ll bet you can also drive this on two video beamers to get even more power in your hands, but using the pen on the video beamer would be more difficult.

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Blog - Date published: September 24, 2007 | 1 Comment

You are more like an artist that make games than a programmer? Or bored of the usual gaming things? Than take the opportunity and check in to those festivals. Get rich, get famous.

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List - Date published: September 23, 2007 | Comments Off

I still can’t hold myself, because I got in touch with the 30 year anniversary of the Homebrew Computer Club, you know, that Club that can be called responsible for the first Apple Computers that were build with Steve Wozniak as the most famous club member. I don’t want to get more into the details here, but that poster below from the Finite State Fantasies and other things that can be found on the rich archive from DigiBarn Computer Museum website are truly brilliant. So get in touch!

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Poster taken from DigitBarn website. The poster was part of the Finite State Fantasies by Rich Didday.

Blog - Date published: September 23, 2007 | 1 Comment

Jari Komppa is one of the leading people around the Finnish non-profit group tAAt ry. They do every year the Text Mode Demo Contest that is held between the 11.11 and the 12.12. He is a programmer and PC demoscene veteran from Finland and still does random things on the scene when he finds the right inspiration. He says about himself, that he tends to like “small freaky projects.. for example, I wanted to play Terra Nova: Strike Force Centauri again, and wrote a universal VESA driver for Windows to make that happen”. We directly step into the topic.

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Jari Komppa and a contribution from TMDC 9

Why do Text Mode Demos matter?

Interesting things come from limited environments. If you look what happened to the Amiga, or what’s still happening on the C64, the limitations have stayed the same for ages, but people still keep finding ways to make more creative and interesting things with them. The Text Mode has a very low resolution (or, if looked in another way, a very strange resolution), very limited contrast and very limited and fragmented color space. Once you start to see these not as obstacles but as challenges you may end up with something completely unexpected.

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Interview - Date published: September 21, 2007 | Comments Off

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